瓦尔堕灵 VaalSkeletonMeleeKnight

瓦尔堕灵
怪物群规模:3-7 个怪物
亡灵瓦尔卫兵
施放元素打击
Vaal Fallen

瓦尔堕灵 SkeletonKnightVaal

瓦尔堕灵
怪物群规模:3-7 个怪物
构造体
施放元素打击
Vaal Fallen

瓦尔堕灵 chaos-vaal3

瓦尔堕灵
怪物群规模:3-8 个怪物
构造体
施放元素打击
Vaal Fallen

瓦尔堕灵 chaos-vaal4

瓦尔堕灵
怪物群规模:3-8 个怪物
构造体
施放元素打击
Vaal Fallen
幽魂Y
地区瓦尔废墟, 永恒的实验室, 奇异洞窟, 隐蔽洞穴, 岩滩凹穴, 雾岭, 遗忘地牢, 远方谷地, 狭窄溪谷, 秘语之地, 异能树洞, 隐密小径, 隐蔽密室, 秘密实验室, 幽寂矮林, 禁灵之间, 废旧窑炉, 幽闭暗巷, 隐蔽密窖, 水道密室, 遗落地窖, 血咒之园, 尘封长廊, 血迹书廊, 遗忘水道, 远古陵墓, 扭曲审判所, 被封印的贮藏室, 疏散区, 奇异洞窟, 隐蔽洞穴, 岩滩凹穴, 雾岭, 遗忘地牢, 远方谷地, 狭窄溪谷, 秘语之地, 异能树洞, 隐密小径, 隐蔽密室, 秘密实验室, 幽寂矮林, 禁灵之间, 废旧窑炉, 幽闭暗巷, 隐蔽密窖, 水道密室, 遗落地窖, 血咒之园, 尘封长廊, 血迹书廊, 遗忘水道, 远古陵墓, 扭曲审判所, 被封印的贮藏室, 疏散区, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 亡者之财, InvasionBoss
标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
Packs
  • 瓦尔废墟: 瓦尔堕灵, 瓦尔堕灵
  • 瓦尔废墟: 瓦尔创造物, 瓦尔堕灵, 瓦尔堕灵
  • 永恒的实验室: 巨型瓦尔堕灵, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#834: 远古创造物, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#928: 远古创造物, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#826: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#907, WorldAreas#1032, 亡者之财: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#1334: 雷能枯灵, 瓦尔堕灵, 瓦尔堕灵, 远古遗骸
  • WorldAreas#1334: 火炎先锋, 瓦尔堕灵, 瓦尔堕灵, 远古遗骸
  • WorldAreas#1379: 远古创造物, 瓦尔堕灵
  • WorldAreas#1380: 远古创造物, 瓦尔堕灵
  • InvasionBoss: 夺灵之主, 瓦尔堕灵, 瓦尔堕灵
  • InvasionBoss: 瓦尔金属匠哈维里, 瓦尔堕灵, 瓦尔堕灵
  • InvasionBoss: 瓦尔塑灵师库特克, 瓦尔堕灵
  • 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空: 瓦尔堕灵, 瓦尔堕灵, 瓦尔创造物
  • 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalSword
    等级
    83
    生命
    46,424
    护甲
    184,954
    闪避值
    7,860
    能量护盾
    0
    伤害
    1,450
    法术伤害
    1,450
    命中
    518
    攻击间隔
    1.32
    经验值
    13,132
    异常状态临界值
    46,424
    冰缓
    147
    Shock
    147
    Brittle
    830
    Scorch
    147
    Sap
    406
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 1015–1884
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 1015–1884
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 397.4%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSword"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    Packs
  • 瓦尔之炎, 瓦尔堕灵, 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalSwordHellscape
    等级
    68
    生命
    9,328
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    601
    法术伤害
    601
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    9,328
    冰缓
    29
    Shock
    29
    Brittle
    167
    Scorch
    29
    Sap
    81
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 421–782
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 421–782
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSwordHellscape"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    区域: 堤道
    Vaal Fallen
    幽魂Y
    地区堤道
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    Packs
  • 堤道: 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalSwordCauseway
    等级
    54
    生命
    3,638
    护甲
    18,580
    闪避值
    2,837
    能量护盾
    0
    伤害
    292
    法术伤害
    292
    命中
    165
    攻击间隔
    1.32
    经验值
    6,585
    异常状态临界值
    3,638
    冰缓
    12
    Shock
    12
    Brittle
    65
    Scorch
    12
    Sap
    32
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 204–380
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 204–380
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 323.1%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSwordCauseway"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    Packs
  • 瓦尔巨灵, 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalSwordCausewayHellscape_
    等级
    68
    生命
    9,328
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    601
    法术伤害
    601
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    9,328
    冰缓
    29
    Shock
    29
    Brittle
    167
    Scorch
    29
    Sap
    81
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 421–782
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 421–782
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSwordCausewayHellscape_"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    幽魂Y
    地区瓦尔废墟, 永恒的实验室, 奇异洞窟, 隐蔽洞穴, 岩滩凹穴, 雾岭, 遗忘地牢, 远方谷地, 狭窄溪谷, 秘语之地, 异能树洞, 隐密小径, 隐蔽密室, 秘密实验室, 幽寂矮林, 禁灵之间, 废旧窑炉, 幽闭暗巷, 隐蔽密窖, 水道密室, 遗落地窖, 血咒之园, 尘封长廊, 血迹书廊, 遗忘水道, 远古陵墓, 幽寂船道, 扭曲审判所, 被封印的贮藏室, 疏散区, 奇异洞窟, 隐蔽洞穴, 岩滩凹穴, 雾岭, 遗忘地牢, 远方谷地, 狭窄溪谷, 秘语之地, 异能树洞, 隐密小径, 隐蔽密室, 秘密实验室, 幽寂矮林, 禁灵之间, 废旧窑炉, 幽闭暗巷, 隐蔽密窖, 水道密室, 遗落地窖, 血咒之园, 尘封长廊, 血迹书廊, 遗忘水道, 远古陵墓, 幽寂船道, 扭曲审判所, 被封印的贮藏室, 疏散区, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 亡者之财, 玩家对玩家 小型竞技场, InvasionBoss
    标签bludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • 瓦尔废墟: 瓦尔堕灵, 瓦尔堕灵
  • 瓦尔废墟: 瓦尔创造物, 瓦尔堕灵, 瓦尔堕灵
  • 永恒的实验室: 瓦尔创造物, 瓦尔堕灵
  • 永恒的实验室: 巨型瓦尔堕灵, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#834: 远古创造物, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#928: 远古创造物, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#826: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • WorldAreas#907, WorldAreas#1032, 亡者之财: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • 玩家对玩家 小型竞技场: 瓦尔堕灵, 瘟疫弓手
  • WorldAreas#1334: 雷能枯灵, 瓦尔堕灵, 瓦尔堕灵, 远古遗骸
  • WorldAreas#1334: 火炎先锋, 瓦尔堕灵, 瓦尔堕灵, 远古遗骸
  • InvasionBoss: 夺灵之主, 瓦尔堕灵, 瓦尔堕灵
  • InvasionBoss: 瓦尔金属匠哈维里, 瓦尔堕灵, 瓦尔堕灵
  • 瓦尔之炎, 瓦尔堕灵
  • 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空: 蛇影创造物, 瓦尔堕灵
  • 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空: 瓦尔堕灵, 瓦尔堕灵, 瓦尔创造物
  • 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆碎片, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空, 回忆虚空: 瓦尔穿魂之弦, 瓦尔堕灵, 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalMaul
    等级
    83
    生命
    46,424
    护甲
    184,954
    闪避值
    7,860
    能量护盾
    0
    伤害
    1,450
    法术伤害
    1,450
    命中
    518
    攻击间隔
    1.32
    经验值
    13,132
    异常状态临界值
    46,424
    冰缓
    147
    Shock
    147
    Brittle
    830
    Scorch
    147
    Sap
    406
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 1015–1884
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 1015–1884
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 397.4%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalMaul"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    标签bludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • 瓦尔之炎, 瓦尔堕灵, 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalMaulHellscape
    等级
    68
    生命
    9,328
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    601
    法术伤害
    601
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    9,328
    冰缓
    29
    Shock
    29
    Brittle
    167
    Scorch
    29
    Sap
    81
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 421–782
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 421–782
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalMaulHellscape"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂N
    标签bludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalMaulMachinarium
    等级
    68
    生命
    9,328
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    601
    法术伤害
    601
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    9,328
    冰缓
    29
    Shock
    29
    Brittle
    167
    Scorch
    29
    Sap
    81
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 421–782
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 421–782
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/ConstructSkeleton"
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/ConstructSkeleton"
    
    Life
    {
    	on_death = "SpawnEffect( Metadata/Effects/Spells/monsters_effects/inca_shadow/payloads/death.ao );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalMaulMachinarium"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    地区多里亚尼的迷城
    标签bludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • 多里亚尼的迷城: 瓦尔堕灵
  • 生命
    145%
    护甲
    +100%
    异常状态临界值
    145%
    抗性
    20 20 20 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmoured
    Metadata
    SkeletonMeleeKnightElementalMaulMachinariumNormal_
    等级
    81
    生命
    36,828
    护甲
    158,634
    闪避值
    7,362
    能量护盾
    0
    伤害
    1,293
    法术伤害
    1,293
    命中
    480
    攻击间隔
    1.32
    经验值
    12,863
    异常状态临界值
    36,828
    冰缓
    116
    Shock
    116
    Brittle
    659
    Scorch
    116
    Sap
    322
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 905–1680
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 905–1680
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 392.3%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalMaulMachinariumNormal_"] = {
        name = "Vaal Fallen",
        life = 1.45,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    区域: 禁地神龛
    Vaal Fallen
    幽魂N
    地区禁地神龛, 禁地神龛
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    生命
    600%
    护甲
    +100%
    异常状态临界值
    600%
    抗性
    37 37 37 0
    伤害
    161%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmouredSummoned
    Metadata
    SkeletonMeleeKnightElementalSummoned
    等级
    68
    生命
    38,600
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    601
    法术伤害
    601
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    38,600
    冰缓
    122
    Shock
    122
    Brittle
    691
    Scorch
    122
    Sap
    337
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 421–782
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 421–782
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    
    Animated
    {
    	on_end_death1 = "RemoveEffects();"
    	on_end_death2 = "RemoveEffects();"
    	on_end_death2_bow = "RemoveEffects();"
    	on_end_death2_shield = "RemoveEffects();"
    	on_end_death3 = "RemoveEffects();"
    	on_end_death_unarmed = "RemoveEffects();"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSummoned"] = {
        name = "Vaal Fallen",
        life = 6,
        fireResist = 37,
        coldResist = 37,
        lightningResist = 37,
        chaosResist = 0,
        damage = 1.61,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂N
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    生命
    1000%
    护甲
    +100%
    异常状态临界值
    1000%
    抗性
    35 35 35 20
    伤害
    322%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmouredSummonedDoryani
    Metadata
    SkeletonMeleeKnightFireSummonedDoryani
    等级
    68
    生命
    64,334
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    1,203
    法术伤害
    1,203
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    64,334
    冰缓
    203
    Shock
    203
    Brittle
    1,151
    Scorch
    203
    Sap
    562
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MachinariumElementalHitFire
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    虹光技能不能选择冰霜效果
    虹光技能不能选择闪电效果
    攻击伤害总增 50%
    25% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    
    Animated
    {
    	on_end_death1 = "RemoveEffects();"
    	on_end_death2 = "RemoveEffects();"
    	on_end_death2_bow = "RemoveEffects();"
    	on_end_death2_shield = "RemoveEffects();"
    	on_end_death3 = "RemoveEffects();"
    	on_end_death_unarmed = "RemoveEffects();"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightFireSummonedDoryani"] = {
        name = "Vaal Fallen",
        life = 10,
        fireResist = 35,
        coldResist = 35,
        lightningResist = 35,
        chaosResist = 20,
        damage = 3.22,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "MachinariumElementalHitFire",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MachinariumElementalHitFire"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "elemental_hit_cannot_roll_cold_damage",
            "elemental_hit_cannot_roll_lightning_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂N
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    生命
    1000%
    护甲
    +100%
    异常状态临界值
    1000%
    抗性
    35 35 35 20
    伤害
    322%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmouredSummonedDoryani
    Metadata
    SkeletonMeleeKnightColdSummonedDoryani
    等级
    68
    生命
    64,334
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    1,203
    法术伤害
    1,203
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    64,334
    冰缓
    203
    Shock
    203
    Brittle
    1,151
    Scorch
    203
    Sap
    562
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MachinariumElementalHitCold
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    虹光技能不能选择火焰效果
    虹光技能不能选择闪电效果
    攻击伤害总增 50%
    25% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    
    Animated
    {
    	on_end_death1 = "RemoveEffects();"
    	on_end_death2 = "RemoveEffects();"
    	on_end_death2_bow = "RemoveEffects();"
    	on_end_death2_shield = "RemoveEffects();"
    	on_end_death3 = "RemoveEffects();"
    	on_end_death_unarmed = "RemoveEffects();"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightColdSummonedDoryani"] = {
        name = "Vaal Fallen",
        life = 10,
        fireResist = 35,
        coldResist = 35,
        lightningResist = 35,
        chaosResist = 20,
        damage = 3.22,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "MachinariumElementalHitCold",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MachinariumElementalHitCold"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "elemental_hit_cannot_roll_fire_damage",
            "elemental_hit_cannot_roll_lightning_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂N
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    生命
    1000%
    护甲
    +100%
    异常状态临界值
    1000%
    抗性
    35 35 35 20
    伤害
    322%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    100%
    Model Size
    115%
    类型
    ConstructMeleeArmouredSummonedDoryani
    Metadata
    SkeletonMeleeKnightLightningSummonedDoryani
    等级
    68
    生命
    64,334
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    1,203
    法术伤害
    1,203
    命中
    290
    攻击间隔
    1.32
    经验值
    10,255
    异常状态临界值
    64,334
    冰缓
    203
    Shock
    203
    Brittle
    1,151
    Scorch
    203
    Sap
    562
    MeleeAtAnimationSpeed
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击间隔: 1.32 秒
    对你的敌人无情痛击。
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MachinariumElementalHitLightning
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 842–1564
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    虹光技能不能选择冰霜效果
    虹光技能不能选择火焰效果
    攻击伤害总增 50%
    25% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/Skeleton"
    
    Animated
    {
    	on_end_death1 = "RemoveEffects();"
    	on_end_death2 = "RemoveEffects();"
    	on_end_death2_bow = "RemoveEffects();"
    	on_end_death2_shield = "RemoveEffects();"
    	on_end_death3 = "RemoveEffects();"
    	on_end_death_unarmed = "RemoveEffects();"
    }
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightLightningSummonedDoryani"] = {
        name = "Vaal Fallen",
        life = 10,
        fireResist = 35,
        coldResist = 35,
        lightningResist = 35,
        chaosResist = 20,
        damage = 3.22,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "MachinariumElementalHitLightning",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MachinariumElementalHitLightning"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "elemental_hit_cannot_roll_fire_damage",
            "elemental_hit_cannot_roll_cold_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    地区生贽之尖, 诱人的深渊
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
    Packs
  • 生贽之尖: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔堕灵, 瓦尔堕灵, 蛇影创造物
  • 生贽之尖: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔雷电之卫, 瓦尔堕灵, 蛇影创造物
  • 诱人的深渊: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔堕灵, 瓦尔堕灵, 蛇影创造物
  • 诱人的深渊: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔雷电之卫, 瓦尔堕灵, 蛇影创造物
  • 生命
    270%
    护甲
    +100%
    异常状态临界值
    270%
    抗性
    37 37 37 0
    伤害
    266%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    150%
    Model Size
    120%
    类型
    ConstructMeleeArmouredAtziri
    Metadata
    SkeletonMeleeKnightElementalSwordAtziri
    等级
    80
    生命
    61,109
    护甲
    146,882
    闪避值
    7,124
    能量护盾
    0
    伤害
    2,016
    法术伤害
    2,016
    命中
    462
    攻击间隔
    1.32
    经验值
    19,068
    异常状态临界值
    61,109
    冰缓
    193
    Shock
    193
    Brittle
    1,093
    Scorch
    193
    Sap
    534
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 1411–2621
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 389.7%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalSwordAtziri"] = {
        name = "Vaal Fallen",
        life = 2.7,
        fireResist = 37,
        coldResist = 37,
        lightningResist = 37,
        chaosResist = 0,
        damage = 2.66,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    Vaal Fallen
    幽魂Y
    地区生贽之尖, 诱人的深渊
    标签bludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • 生贽之尖: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔堕灵, 瓦尔堕灵, 蛇影创造物
  • 生贽之尖: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 远古创造物, 瓦尔堕灵
  • 诱人的深渊: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 瓦尔堕灵, 瓦尔堕灵, 蛇影创造物
  • 诱人的深渊: 瓦尔图腾, 瓦尔图腾, 邪面图腾, 邪面图腾, 邪面图腾, 远古创造物, 瓦尔堕灵
  • 生命
    270%
    护甲
    +100%
    异常状态临界值
    270%
    抗性
    37 37 37 0
    伤害
    266%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    4 ~ 11
    攻击间隔
    1.32 秒
    伤害分布
    ±30%
    经验值
    150%
    Model Size
    120%
    类型
    ConstructMeleeArmouredAtziri
    Metadata
    SkeletonMeleeKnightElementalMaceAtziri
    等级
    80
    生命
    61,109
    护甲
    146,882
    闪避值
    7,124
    能量护盾
    0
    伤害
    2,016
    法术伤害
    2,016
    命中
    462
    攻击间隔
    1.32
    经验值
    19,068
    异常状态临界值
    61,109
    冰缓
    193
    Shock
    193
    Brittle
    1,093
    Scorch
    193
    Sap
    534
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 1411–2621
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.32 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 389.7%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeKnightElementalMaceAtziri"] = {
        name = "Vaal Fallen",
        life = 2.7,
        fireResist = 37,
        coldResist = 37,
        lightningResist = 37,
        chaosResist = 0,
        damage = 2.66,
        damageSpread = 0.3,
        attackTime = 1.32,
        attackRange = 11,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    
    瓦尔堕灵
    构造体
    monster casts elemental hit text [1]
    royale monster armour drop chance permyriad [80]
    royale monster currency drop chance permyriad [200]
    royale monster flask drop chance permyriad [0]
    royale monster skill gem drop chance permyriad [300]
    royale monster support gem drop chance permyriad [75]
    royale monster unique drop chance permyriad [8]
    royale monster weapon drop chance permyriad [80]
    Vaal Fallen
    幽魂Y
    标签bone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, slashing_weapon, undead, very_slow_movement
    生命
    132%
    护甲
    +100%
    异常状态临界值
    132%
    抗性
    20 20 20 0
    伤害
    123%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    6 ~ 9
    攻击间隔
    1.605 秒
    伤害分布
    ±30%
    经验值
    110%
    Model Size
    115%
    类型
    ConstructMeleeRoyale
    Metadata
    SkeletonMeleeVaal1Royale
    等级
    68
    生命
    8,492
    护甲
    57,580
    闪避值
    4,739
    能量护盾
    0
    伤害
    459
    法术伤害
    459
    命中
    290
    攻击间隔
    1.605
    经验值
    11,281
    异常状态临界值
    8,492
    冰缓
    27
    Shock
    27
    Brittle
    152
    Scorch
    27
    Sap
    74
    Melee
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 322–597
    暴击几率: 5%
    攻击间隔: 1.605 秒
    对你的敌人无情痛击。
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    ElementalHitSkeletonKnight
    攻击, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 近战单一目标, 攻击可重复, 近战, 火焰, 冰冷, 闪电, 范围攻击, 技能可幻影射手, 范围, 可触发, RandomElement
    元素打击
    基本伤害: 322–597
    暴击几率: 5%
    攻击伤害: 150%
    攻击间隔: 1.605 秒
    该技能的每次攻击都会随机选择一种元素,并只能造成该元素的伤害。若击中敌人,还会在其周围造成伤害,若该敌人正承受所选元素的异常状态,则伤害范围扩大。不能连续选择同一种元素。
    攻击伤害总增 50%
    伤害总增 359%
    50% 的几率造成冰冻、感电与点燃效果
    基础范围为 1
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Skeletons/SkeletonMeleeVaal1Royale"] = {
        name = "Vaal Fallen",
        life = 1.32,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.23,
        damageSpread = 0.3,
        attackTime = 1.605,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "Melee",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
            "action_attack_or_cast_time_uses_animation_length",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["Melee"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "skill_can_fire_arrows",
            "skill_can_fire_wand_projectiles",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 全域
  • royale monster armour drop chance permyriad [80]
    royale monster currency drop chance permyriad [200]
    royale monster flask drop chance permyriad [0]
    royale monster skill gem drop chance permyriad [300]
    royale monster support gem drop chance permyriad [75]
    royale monster unique drop chance permyriad [8]
    royale monster weapon drop chance permyriad [80]
    IdRoyaleAdditionalMonsterDrops
    FamilyRoyaleAdditionalMonsterDrops
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • royale monster flask drop chance permyriad Min: 0 Max: 0 全域
  • royale monster armour drop chance permyriad Min: 80 Max: 80 全域
  • royale monster unique drop chance permyriad Min: 8 Max: 8 全域
  • royale monster weapon drop chance permyriad Min: 80 Max: 80 全域
  • royale monster currency drop chance permyriad Min: 200 Max: 200 全域
  • royale monster skill gem drop chance permyriad Min: 300 Max: 300 全域
  • royale monster support gem drop chance permyriad Min: 75 Max: 75 全域